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121 lines
2.7 KiB
C++
121 lines
2.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "dod_smokegrenade.h"
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#include "particle_parse.h"
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LINK_ENTITY_TO_CLASS( grenade_smoke, CDODSmokeGrenade );
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PRECACHE_WEAPON_REGISTER( grenade_smoke );
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BEGIN_DATADESC( CDODSmokeGrenade )
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DEFINE_THINKFUNC( Think_Emit ),
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DEFINE_THINKFUNC( Think_Fade ),
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DEFINE_THINKFUNC( Think_Remove )
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CDODSmokeGrenade, DT_DODSmokeGrenade )
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SendPropTime(SENDINFO(m_flSmokeSpawnTime) ),
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END_SEND_TABLE()
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void CDODSmokeGrenade::Spawn()
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{
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BaseClass::Spawn();
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SetThink( &CDODSmokeGrenade::Think_Emit );
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SetNextThink( gpGlobals->curtime + 0.5 );
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m_bInitialSmoke = false;
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m_flRemoveTime = -1;
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m_flSmokeSpawnTime = 0;
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}
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void CDODSmokeGrenade::Precache()
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{
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PrecacheScriptSound( "SmokeGrenade.Bounce" );
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PrecacheParticleSystem( "smokegrenade" );
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PrecacheParticleSystem( "smokegrenade_jet" );
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BaseClass::Precache();
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}
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void CDODSmokeGrenade::BounceSound( void )
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{
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EmitSound( "SmokeGrenade.Bounce" );
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}
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void CDODSmokeGrenade::Think_Emit( void )
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{
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// if we're stationary and have not yet created smoke, do so now
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Vector vel;
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AngularImpulse a;
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VPhysicsGetObject()->GetVelocity( &vel, &a );
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if ( vel.Length() < 15.0 && !m_bInitialSmoke )
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{
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VPhysicsGetObject()->EnableMotion( false );
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// Smoke Cloud
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DispatchParticleEffect( "smokegrenade", GetAbsOrigin(), vec3_angle );
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// Smoke Jet
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DispatchParticleEffect( "smokegrenade_jet", PATTACH_POINT, this, "jet" );
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EmitSound( "BaseSmokeEffect.Sound" );
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m_flRemoveTime = gpGlobals->curtime + 10;
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m_bInitialSmoke = true;
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m_flSmokeSpawnTime = gpGlobals->curtime;
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}
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// if its past our bedtime, fade out
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if ( m_flRemoveTime > 0 && gpGlobals->curtime > m_flRemoveTime )
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{
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m_nRenderMode = kRenderTransColor;
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SetThink( &CDODSmokeGrenade::Think_Fade );
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}
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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// Fade the projectile out over time before making it disappear
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void CDODSmokeGrenade::Think_Fade()
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{
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m_bFading = true;
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SetNextThink( gpGlobals->curtime );
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color32 c = GetRenderColor();
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c.a -= 1;
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SetRenderColor( c.r, c.b, c.g, c.a );
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if ( !c.a )
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{
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SetModelName( NULL_STRING );//invisible
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SetNextThink( gpGlobals->curtime + 10 );
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SetThink( &CDODSmokeGrenade::Think_Remove ); // Spit out smoke for 10 seconds.
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SetSolid( SOLID_NONE );
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}
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}
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void CDODSmokeGrenade::Think_Remove()
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{
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// stop all effects
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StopParticleEffects( this );
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SetModelName( NULL_STRING );//invisible
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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UTIL_Remove( this );
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}
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void CDODSmokeGrenade::Detonate( void )
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{
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// Intentionally blank - our detonate does nothing
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} |